Would anyone be able to shed some insight into what is going on with some of my sequences in the preview?
In 4.21, or if I play my sequence right when the level starts, all my characters look the way we expect
but if in the 4.22 preview I play through to where the sequence is supposed to play in our game they're all just collapsed into puddles of polygons
I also found that if these meshes have physics enabled then the game just crashes with the following stack trace

These actors are just simple SkeletalMeshActors, I did find that if I replace them with a actor derived from Character I don't have any of these problems but I would like to figure out the actual cause in case I encounter this in the future. I'd also make a bug report but I don't have a clue where to even start figuring out repro steps.

Actually this bug is also present in UE4.21, I have already reported this bug, and the most interesting part is that UE4 developers were already aware of this issue and still they went ahead and released UE4.21, and they told me that this bug is not their priority at the moment.
So I hope this will get fixed in this released as they didn't give me the date for the fix. Now I m certain that this is not going to get fixed in this release as well.

I will also tell you that I asked them that atleast give me context, I will try to fix it myself, but they didn't give me the context. Now since you have posted the logs, I will use it and try to fix it, but won't raise PR for that. Let epic do the fix.

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I have created "Case # 00099009: MultiBoxTraceByChannel regression with custom trace channel",
...

An issue was created https://issues.unrealengine.com/issue/UE-70220
As it turns out, the issue is about start and end position of box trace being the same, which used to work in all previous releases (meaning to trace only the point with box bounds).
Thanks @ support staff for further analysis.

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We have just released Preview 2 for 4.22! Thank you for your continued help in testing the 4.22 build before its official release. As a reminder, the Preview builds are for testing only, and should not be used for the active development of your project.

For a list of known issues affecting this latest preview, please follow the links provided on the first post in this thread.

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Hi great update 4.22.
I have a question why Unreal don't make RayTraced work with other card like GTX 900 series?
Unigine supports RayTraced Reflection,GI,Shadow.Ambient Occlusion with other cards,not only RTX.

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Hi great update 4.22.
I have a question why Unreal don't make RayTraced work with other card like GTX 900 series?
Unigine supports RayTraced Reflection,GI,Shadow.Ambient Occlusion with other cards,not only RTX.

Because they play dirty with nvidia and intel only, and optimize/implement only their features. The current Ray tracing is not what you think it is in Unigine, its nvidia's only RTX ****.
It is based on Microsofts DXR API which makes it even worse because its not open source, which means all platforms outside Windows running nvidia GPU will not have this.
The Ray tracing inside UE4 is the Nvidia implementation, UE4 should have implemented a vendor agnostic DXR ray trace algorithm that uses modern gpu's and compute that way nvidia/amd/intel could use it. But they always played close with Nvidia buddy to implement only their tech, both AMD cpu's and gpu's have only basic support in UE4.
Also if ray traced dxr takes off this means linux /mobile is dead as gaming platform, for linux/mobile you need a vulkan DXR implementation equivalent that no one invented yet, and mobile doesnt have the power to ray trace and probably never will on silicon chips.

Also DXR was developed aggressively anti-AMD and anti-open standards by Microsoft and Nvidia togheter so they can **** on competition, and Epic is guilty of further promoting that concept. If that wasnt bad enough with the launch of their games store they started bad market practices by making games exclusive deals, and to make it worse games like Metro exodus cost 49$ in US epic store and 59Euro in european epic store even tough its the same store/game, thats a 17$ difference scam epic style.

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Because they play dirty with nvidia and intel only, and optimize/implement only their features. The current Ray tracing is not what you think it is in Unigine, its nvidia's only RTX ****.
It is based on Microsofts DXR API which makes it even worse because its not open source, which means all platforms outside Windows running nvidia GPU will not have this.
The Ray tracing inside UE4 is the Nvidia implementation, UE4 should have implemented a vendor agnostic DXR ray trace algorithm that uses modern gpu's and compute that way nvidia/amd/intel could use it. But they always played close with Nvidia buddy to implement only their tech, both AMD cpu's and gpu's have only basic support in UE4.
Also if ray traced dxr takes off this means linux /mobile is dead as gaming platform, for linux/mobile you need a vulkan DXR implementation equivalent that no one invented yet, and mobile doesnt have the power to ray trace and probably never will on silicon chips.

Also DXR was developed aggressively anti-AMD and anti-open standards by Microsoft and Nvidia togheter so they can **** on competition, and Epic is guilty of further promoting that concept. If that wasnt bad enough with the launch of their games store they started bad market practices by making games exclusive deals, and to make it worse games like Metro exodus cost 49$ in US epic store and 59Euro in european epic store even tough its the same store/game, thats a 17$ difference scam epic style.

Some of the information you are posting are not totally accurate.

Epic implemented DXR which is under DX12. To have DXR working on any non-RTX card (brand of NVidia) the vendor has to provide a driver which is able to provide the DXR API entries to handle DXR workloads (that in theory can be done with compute shaders), being this vendor NVidia itself for their non-RTX cards or AMD or even Intel.

Vulkan has already similar DXR features built into and if a card vendor provides its drivers with that compatibility, they will work on iOS or Linux aswel. Btw Nvidia has Vulkan ready.

The only thing really missing here is a vendor providing the drivers compatible with DXR. When DXR was announced, all companies were made invitations to participate on that specification, also AMD was one of the firsts to do it. Any non-RTX card available in the market today is capable of doing 1 to 2 Gigarays, the RTX 2060 is able to do 5 Gigarays alone. The matter is that NVidia did not only made their solution faster for DXR, but also provided a hardware advantage called RT cores to deal with real time raytracing.

If any time soon, AMD comes with an updated driver for their cards supporting DXR, it will just work, and if they do the same for the Vulkan portion, it will just work. (I know that "it will just work" seems like NVidia propaganda...)

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I haven't yet tried 4.22 preview 2 but I did have an issue with preview 1 where my c++ VR project starts and everything works with the exception that my motion controllers don't actually move. They remain fixed in space near their spawn location. The HMD moves correctly and the inputs on the oculus touch controllers work fine but they don't track their position. I haven't looked into it a great deal. I'll dig around some more tonight. I quickly switched back to 4.21 and they worked fine there.

Just wondering if anyone had any suggestions or if there is an upgrade I need to perform on my end.

Now you can use the compute shaders for that, but it just isn‘t fast enough on top of AMD and Maxwell cards having a lot less raw horsepower than something like a 2080 Ti even without the dedicated processing units.